Cinder Glade

Legality

Format Legality
Limited Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battle for Zendikar (BFZ) Rare
Zendikar Expeditions (EXP) Mythic Rare
Promo Set (000) None

Combos Browse all

Cinder Glade

Land — Mountain Forest

(: Add or to your mana pool.)

Cinder Glade enters the battlefield tapped unless you control two or more basic lands.

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Cinder Glade Discussion

PTsmitty on W: Chalices H:Sword BM MPS; ...

3 days ago

I am looking to acquire at least 2x Chalice of the Void. I would prefer the M25 version if possible. The two big things I have to offer are Sword of Body and Mind and Cinder Gladefoil icon. I also have my binder for some lower valued filler if the trade numbers do not add up correctly. Let me know if we can work something out. Thanks

xyr0s on Wrath of Nature

2 weeks ago

You play red? You should play Lightning Bolt. Very few decks that play red can afford to not bring good old bolt, because 3 damage, any target, instantspeed, 1 mana, is one of the best and most versatile cards in the whole format.

Frenzied Tilling should probably be changed into Mwonvuli Acid-Moss, and some number of lands into Cinder Glade. Actually, that should be Gruul Turf. Goodbye, turf. Bounce-lands are good if you have a specific use for them (that would be anything involving Amulet of Vigor, but as a way of accelerating mana, they are horrible, and what's worse is that they are a real liability in a world of Ghost Quarter and Field of Ruin. On the subject of lands, there's not much use for Unknown Shores in a deck with only 2 colors.

If you want more ramp, have a look at Search for Tomorrow. I'm much in favor of land-based ramp, rather than creature-based, since it's harder to disrupt (almost all decks have some kind of creature removal mainboard, but a lot doesn't have anything against lands mainboard, and even if they do, there's less landdestruction than creature removal). And if you go with a more land-focused ramp-strategy, you get to play cards like Anger of the Gods, without shooting yourself in the foot (that one really keeps some of the fast strategies at a manageable level).

Watch it with x-cost spells. They really aren't great in modern (the format is too fast to allow you much time to build up bunches of mana). Just a couple for late-game should be fine. Oh, and a really strong x-cost spell? Bonfire of the Damned.

Your support-enchantments are way too many. Several of them doesn't do anything on their own, so you really would have to draw them after someone has played a sweeper. If you want some ramp from enchantments, you could consider Utopia Sprawl.

Cards to consider: Bloodbraid Elf. Cascade is better than you'd think, and I imagine that it would be really cool to go cascading into Domri Rade. A single copy of Nissa, Vastwood Seer  Flip, for card-advantage.

greyninja on Xenagos Beats

4 weeks ago

Glorious

Maybe needs more ramp. 33 land is med-low. Most of the deck tops out near 6 cmc; and you ideally want that turn 3-5. Three Visits is expensive but A1, Farseek can also get Stomping Ground+Cinder Glade, Harrow is ok.

A couple of the creatures without evasion can just be chump blocked. Outland Colossus etc. Those would be 1st to be replaced.

Anywho have fun! There's both omnath decks on my profile (and irl) if you're looking for ideas. Cheers!

Khunjund on GBUW: ₩ᴬʅʅֆ [MTGO BUDGET]

1 month ago

When planning a mana base, you need to find the most demanding cards to cast in each of your colours, then make sure you have enough sources of each colour to match those requirements. Frank Karsten wrote an article showcasing these requirements, if you don't want to bother with hypergeometric probabilities. It's often acceptable to be a few sources short, depending on the situation. For example, in your previous list, you had Wall of Frost, which normally requires 19 blue sources to reliably cast on turn three, but my previous suggested mana base had 17 sources, since this card wasn't integral to your game plan, and the rest of the colour wasn't as demanding. (Looking back, I could even have shaved off a few more, since it was a singleton.) Lands count as one source of every colour they produce, and you can count fetchlands as five-colour lands, if you have the right shocklands to go with them. For basic lands, the guideline I generally follow is: if I had all the basic lands in my deck in play, and no other lands, would I be able to cast every single spell in my deck?

Looking at your revised decklist, the mana base I would suggest is the following (cutting two Wall of Vines for two lands):

2 Breeding Pool

3 Forest

2 Hallowed Fountain

1 Island

4 Misty Rainforest

1 Overgrown Tomb

1 Plains

1 Stomping Ground

1 Swamp

2 Temple Garden

4 Windswept Heath

As you can see, this list has 17 sources of green (higher than the minimum 14, but helpful in case you need to cast Chord of Calling with few creatures), 13 sources of white (this is one short for a turn one Perimeter Captain, but it's only a two-of and other one-drops take priority), 13 sources of blue (one higher than the minimum 12 to help transmute Drift of Phantasms without creatures, but a reliable transmute would require blue sources), and 10 sources of black (one higher than the minimum 9 because of Doran, the Siege Tower in the boardI would go up to 12 black sources had it been in the main). I assume the two copies of By Force are a meta call. You didn't need sources other than your creatures for this when it was in the board, but if it's main, then I suggest putting in one Stomping Ground (or Cinder Glade; again, all dual lands can be substituted to fit your budget).

It's pretty old, but you can check this video for an example of the application of the principles listed above. (Keep in mind that, since he goes by experience rather than mathematics, his numbers are a bit off; e.g. you should have around 16 sources of red to cast Stormbreath Dragon on turn five.)

In any case, by taking Doran, the Siege Tower out of the main and upping the number of copies of Freed from the Real, I assume you're transitioning from a beatdown plan primary with a backup combo to full-on combo with a beatdown secondary in Assault Formation, in which case I recommend you swap out Wall of Vines for Wall of Shards.

C4L_R3VOLUTION on Ball-Breaker

1 month ago

Noone punches me indamowf and gets away with it, lol.

I like this list my friend. Let me know when you have it built so we can shuffle them up.

If I was building this deck I would try to fit in two more lands. Perhaps the 2x Raging Ravine from your maybe board? I also like having 6 cards for ramp but I'm not a huge fan of the Sylvan Caryatid in this deck. It would be really nice to have another one drop that could produce green and red but I'm not sure what that would be. Maybe the you could run Arbor Elf and then dial up the number of duals containing the forest land type like Cinder Glade or Sheltered Thicket.

In the 2-3 drop range I think Sakura-Tribe Elder or Somberwald Sage could be better than the Sylvan Caryatid depending on how you want your ideal mana curve to play out.

Vines of Vastwood could be a great sideboard card if you're going up against spot removal. I might even consider it good enough for main deck. How about a 10/5 Ball Lightning plus a Fling!

Gidgetimer on Need Help Finding A Commander ...

1 month ago

Xenagos, God of Revels is a deck that can be built pretty cheaply and can do repectably in most metas. My build Xenagos, God of "You're Swinging with a HOW BIG?" is $140 but includes a Stomping Ground that can be removed and replaced with a Cinder Glade for no loss or with a basic for little loss and an Azusa that I had laying around but doesn't really work in the deck.

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